userConnacancel

4,116 Commits over 1,127 Days - 0.15cph!

3 Months Ago
When calling network broadcasting, can specify minimum connection state Connection.DisplayName, SteamId is via ConnectionInfo Reduce network debug output Remove ConnectionInfo on disconnect Update DecalRenderer SceneObject when Size / Material is changed programmatically Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation Output member expansion https://files.facepunch.com/ziks/1b1211b1/sbox-dev_83NHqCSy23.png Add Connection.GetUserData Add ClothingContainer.Apply( SkinnedModelRenderer ) Can call SetBodyGroups on ModelRenderer before it's enabled Fix null strings thinking they're not strings New Hair - Long Dreadlocks + LODs for Fisherman Jumpsuit Fixed most common exceptions Re-add DXT compute staging texture for platforms that don't support block texel views (dx11) Only run DXT compute on platforms with full support WIP GetGameComponentNodeDefinition Fix filtering available nodes by context type Implement GetGameComponentNodeDefinition.BuildExpression https://files.facepunch.com/ziks/1b1211b1/sbox-dev_eARGP4qKRz.png SceneSunLight -> SceneDirectionalLight - consistent with component and native name Terrain: Brush strength/invert to compute shader Revert "Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute" This reverts commit e9ddbb31c58de3596aeecacae6f1b77d45c2c338. CI or whatever should opt out of this, Hammer running resourcecompiler and probably other stuff needs a valid one. Null check model in AssetVideo Check for null in GetRepresentativeTextureSize (speculative fix) Handle stack overflows in a different thread Fix typo in GetGameObjectNodeDefinition name Fixed bugs with direct variable inputs Fix steam lobbies not networking MapComponentMapLoader: prop_static is never in entity lump SceneMapLoader: don't create disabled lights MapComponentMapLoader: Static prop_physics are static Remove Thread_DrawDrawList mutex, seems to cause some issues on testing, working on a proper solution for it anyway Try to enforce a single voice recorder Reduce network debug Extra logging when out of order connect Fixed dropping connection only a PlugIn with a const value / variable Fixed phantom connections when using plug context menu Don't stomp sceneobject flags if passed an invalid override material Fixes glass etc. sbox-issues/issues/4461 Fixed RandomNodes.Int return type Try to avoid reporting errors on shutdown - because there's a billion of them Fixed implementation of RandomNodes.Int Add wireframe button to scene toolbar Fixed creating ActionGraphs from the asset browser Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry) Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore Merge branch 'master' into stylesheet-stringtable
3 Months Ago
Clear entries in StringTable.Reset
3 Months Ago
Make it better
3 Months Ago
Initial commit
3 Months Ago
Can mark these internal RPC methods as [Expose] now and make them private, remove old comments saying why they needed to be protected
3 Months Ago
Trace.RunAll Support (#1434) * Initial commit * Returns IEnumerable, order by Fraction * Fixed return type on public method
3 Months Ago
Fixed return type on public method
3 Months Ago
Returns IEnumerable, order by Fraction
3 Months Ago
Initial commit
3 Months Ago
Remove unused debug args
3 Months Ago
WrappedPropertySet/Get also have Attributes defined. Two methods with the same name but different signatures will now have unique static attribute list. Fixed attribute constructor issues for backing static attributes.
3 Months Ago
Added Networked Properties https://docs.facepunch.com/s/sbox-dev/doc/sync-properties-jKFHwTGVgR
3 Months Ago
Initial commit Simplified, wip Don't need this log anymore Refactoring, hotload sync properties Add some unit tests for NetworkTable Clean up Rename old NetworkTable to StringTable NetworkTable registration inserts entry Switch [Sync] to use property to store network value, rather than its own value. Add IsProxy mode RigidBody uses SyncVars instead of INetworkSerializable Remove isReadingChanges - no longer needed Put Sync updates on regular network update CharacterController use sync vars Remove INetworkSerializable Fixes Add Obsolete to INetworkSerializable Fix some doc, call RunSync before NeedsToSendNetworkUpdate to ensure HasChanges is right Fix tests Remove rogue using statement
3 Months Ago
Remove rogue using statement
3 Months Ago
Fix some doc, call RunSync before NeedsToSendNetworkUpdate to ensure HasChanges is right
3 Months Ago
Remove isReadingChanges - no longer needed
3 Months Ago
Initial commit Simplified, wip Don't need this log anymore Refactoring, hotload sync properties Add some unit tests for NetworkTable
3 Months Ago
Add some unit tests for NetworkTable
3 Months Ago
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3 Months Ago
Don't need this log anymore
3 Months Ago
When a map is re-compiled from Hammer reload any MapInstance components to reflect the changes
4 Months Ago
Fix TakeOwnership RPC not working
4 Months Ago
VR: stop NoOpPostprocess layer trying to clear again in stereo mode Added EditorTool.AllowGameObjectSelection Expose Widget.WindowFlags Add WidgetWindow Add SceneOverlayWidget system Add WIP example EditorTool Izabu: Add abstract concave shape to make it easier to derive concave shapes (mesh, heightfield, plane etc) and use the same contact code Check if managed is ready before calling physics callbacks Fixed aoproxy crash when changing model Updated CitizenAnimHelper SpecialMoveState Sitting SittingOffsetHeight SittingPose Add Scene.Trace.IncludeRenderMeshes Add Gizmo.IsLeftMouseDown Update ExampleEditorTool Another engine2 cleaning pass Missed a few more Raincoat LODs Add the same bounds checks as before to IzHeightFieldShape::CastRay VR: Fix out-of-editor rendering Move orbit camera to SceneEditorExtensions Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that) Updater for "snaprotationangle" int -> float, so it stops fucking spamming Rewrite font manager to not use filename, instead uses font family name like normal css All ttf and otf font files are loaded from /fonts/ folder and mapped to their font family name, weight, style. This is likely to be a breaking change if you had weird named fonts. Stop scene first person camera shaking from continuous quaternion <-> angle conversions Fix stray margin when expanding/collapsing components Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias Merge branch 'master' into updaters-test stash
4 Months Ago
poc
4 Months Ago
Pixels but it works with scene system
4 Months Ago
Trick to only play sound to local player
4 Months Ago
Remove this log
4 Months Ago
Some cleanup. Additional IsHost checks in some places / asserts. Fixed BallType not being assigned properly when potting first ball. Ball render alpha is networked / serialized.
4 Months Ago
Set startup scene. Fixed NRE in PlayerDisplay. Can use [Authority] for PoolBall.TryMoveTo now
4 Months Ago
In OnTargetedMessage if the TargetId is Guid.Empty, assume it's for us (this may happen if we're using OwnerId as the Target, but the "owner" is the host)
4 Months Ago
Send actual connection id instead of checking steam id as fixes local testing Fix white ball placement, disable cue renderer when appropriate to hide it
4 Months Ago
Fix toasts not showing up Make some vars private Cleanup
4 Months Ago
Clean up Pot History
4 Months Ago
Update player's BallType in INetworkSerializable.Read/Write
4 Months Ago
Move white ball move logic
4 Months Ago
Started porting over UI. Start implementing game logic for turns and potting logic. Try to network as much as possible right now - some hacky bits in the mean time.
4 Months Ago
Fix NRE when calling [Authority] RPC but authority is the host
4 Months Ago
Add PoolPlayer, BallPocket, add pocket triggers to table When two players have joined it'll spawn balls (networked), cue (networked), and assign cue to first player for now.
4 Months Ago
Smooth it a bit
4 Months Ago
Fix shot strength fps variable
4 Months Ago
Set substeps, adjust damping, enforce ball z velocity - try to lock balls to axis, collision start event for sounds later
4 Months Ago
Add GameManager. Update physics props of ball / table. Set some sort of sensible angular and linear damping of balls for now
4 Months Ago
Add PoolCue component - do basic logic for cue shot
4 Months Ago
Make 'em a bit translucent
4 Months Ago
PoolBallSpawn uses Gizmo to render in editor - add hitbox, set material group etc.
4 Months Ago
Add pool ball spawn component - ball prefab... setup (roughly) spawns in scene, bring over old enums
4 Months Ago
OnTagsChannged -> OnTagsChanged
4 Months Ago
Random force component test + add rigidbody to the model collider objects
4 Months Ago
Make a really thin box collider for the middle felt
4 Months Ago
Setup camera and colliders (this may not work off the bat)